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FLimenItemBase_PickUpState

Overview

This struct holds information about the controller and pawn that interacted with the item, as well as whether the item is currently dropped. It is used to manage the pick-up and drop events of an ALimenItemBase.

Properties

Type

Name

Access

Description

TObjectPtr

InController

Public

The controller that interacted with the item.

TObjectPtr

InPawn

Public

The pawn that interacted with the item.

bool

bIsDropped

Public

Indicates whether the item is currently dropped.

ALimenItemBase

Overview

This class represents a base item that can be interacted with and managed within an inventory system. It handles pick-up and drop events, manages item actions, and provides basic properties like display name, description, and quantity.

Properties

Type

Name

Access

Description

FDropStateChange

OnPickedUp

Public

Event triggered when the item is picked up.

FDropStateChange

OnDropped

Public

Event triggered when the item is dropped.

float

PickupAnimationTime

EditDefaultsOnly, Category=" Limen "

Duration of the pick-up animation.

TArray<TSubclassOf< ULimenItemAction >>

ItemActionsClass

EditDefaultsOnly, Category=" Limen

Item Actions"

List of action classes associated with this item.

int32

ItemQuantity

EditAnywhere, BlueprintReadOnly, Category="Item Parameters", meta=(ClampMin="1")

Quantity of the item.

FText

DisplayName

EditAnywhere, BlueprintReadOnly, Category="Item Parameters"

Display name of the item.

FText

Description

EditAnywhere, BlueprintReadOnly, Category="Item Parameters"

Description of the item.

TObjectPtr

ItemImage

EditAnywhere, BlueprintReadOnly, Category="Item Parameters"

Image associated with the item.

FLimenItemBase_PickUpState

PickUpState

ReplicatedUsing=OnRep_PickUpState

State of the item when it is picked up or dropped.

Functions

Return Type

Signature

Description

UStaticMeshComponent*

GetStaticMesh() const

Returns the static mesh component of the item.

USkeletalMeshComponent*

GetSkeletalMesh() const

Returns the skeletal mesh component of the item.

UMeshComponent*

GetMesh() const

Returns the mesh component of the item, preferring static mesh if available.

bool

IsDropped() const

Checks if the item is currently dropped.

void

PickUp(AController* InController, APawn* InPawn)

Handles the pick-up event for the item.

void

Drop(AController* InController, APawn* InPawn)

Handles the drop event for the item.

void

SetItemQuantity(const int32 InItemQuantity)

Sets the quantity of the item.

Usage & Implementation Notes

  • Threading Constraints: This class is designed to be used in a multi-threaded environment, with replication handled by Unreal Engine's networking system.

  • Replication Requirements: The PickUpState property is replicated using the OnRep_PickUpState function to ensure that all clients are aware of the item's state when it changes.

  • Memory Lifetime Management: The ItemActions array manages the lifetime of associated actions, ensuring they are properly cleaned up when no longer needed.

22 May 2026